Karma/Player Guide
This is a beginner-friendly guide for playing Karma. For full character details, see Karma.
Overview
Role in the Party: Versatile Shapeshifter, Support Caster & Battlefield Controller
Core Strengths:
- Transform into powerful beasts with Wild Shape (CR 1 creatures)
- Access to one of the largest spell lists in the game
- Can heal, control, and damage with spells
- Extreme versatility - can adapt to any situation
- Tabaxi racial abilities (climbing, claws, speed burst)
- Elemental Fury for bonus damage in Wild Shape
Key Stats to Know:
- AC: ~15 normally (varies wildly in Wild Shape)
- HP: ~44 normally (but you get beast HP when Wild Shaped!)
- Spell Save DC: ~15 (enemies roll vs this for your spells)
- Spell Attack Bonus: +7 (when you need to roll to hit with spells)
- Wild Shape Uses: 2 per short rest (can transform twice)
- Spell Slots: 4/3/3/1 (1st through 4th level)
COMBAT - What Can I Do On My Turn?
Your Turn (Main Action)
1. Wild Shape Into a Beast (THE BIG ONE)
- Action: Transform into a beast you've seen before
- CR Limit: Up to CR 1 (brown bear, dire wolf, giant spider, giant toad, etc.)
- Duration: Hours equal to half your druid level (3 hours at level 7)
- HP Advantage: You gain the beast's HP as temporary HP
* Example: Brown Bear has 34 HP - you get 34 extra HP on top of your normal 44!
- You keep: Your mental stats (Int, Wis, Cha), personality, skill/save proficiencies if better
- You gain: Beast's physical stats (Str, Dex, Con), attacks, special abilities, AC, movement
Popular Wild Shape Forms:
Brown Bear (Tank):
- AC 11, HP 34, Speed 40 ft, climb 30 ft
- Multiattack: Bite (+5, 1d8+4) and Claws (+5, 2d6+4)
- Average damage: 13 per turn
- Special: Keen Smell (advantage on Perception checks using smell)
- When to use: Frontline tanking, absorbing damage
Dire Wolf (Damage & Control):
- AC 14, HP 37, Speed 50 ft
- Bite: +5 to hit, 2d6+3 piercing
- Pack Tactics: Advantage on attacks if ally within 5 ft of target
- Knockdown: Target must save (DC 13) or be knocked prone
- When to use: High damage, helping allies, chasing enemies
Giant Spider (Control & Utility):
- AC 14, HP 26, Speed 30 ft, climb 30 ft
- Bite: +5 to hit, 1d8+3 piercing + 2d8 poison (DC 11 Con save)
- Web: Ranged attack, restrains target (DC 12 Str check to escape)
- Spider Climb: Walk on walls and ceilings
- Web Sense: Detect creatures touching your webs
- When to use: Crowd control, climbing challenges, lockdown
Giant Toad (Utility):
- AC 11, HP 39, Speed 20 ft, swim 40 ft
- Bite: +4 to hit, 1d10+2 piercing + grapple
- Swallow: Grappled target can be swallowed (takes acid damage)
- Standing Leap: 20 ft long jump, 10 ft high jump
- When to use: Water environments, removing enemies from combat
2. Cast a Spell (Druid Spell List)
Offensive Spells:
- Thorn Whip (cantrip) - 2d6 piercing, pull target 10 feet closer
- Produce Flame (cantrip) - 2d8 fire, ranged or melee
- Thunderwave (1st) - 15-ft cube, 2d8 thunder, push 10 feet
- Ice Knife (1st) - Ranged attack, 1d10 piercing + 2d6 cold AoE
- Flaming Sphere (2nd) - Create a rolling ball of fire, 2d6 fire per turn
- Heat Metal (2nd) - Make metal object burn, 2d8 fire + disadvantage on attacks
- Call Lightning (3rd) - Call down lightning bolts, 3d10 damage per bolt, lasts 10 minutes
- Conjure Animals (3rd) - Summon 8 CR 1/4 beasts (wolves, giant bats, etc.)
Control Spells:
- Entangle (1st) - 20-ft square, restrain creatures (Str save to escape each turn)
- Faerie Fire (1st) - Outline creatures in light, attacks have advantage
- Hold Person (2nd) - Paralyze a humanoid (Wis save)
- Spike Growth (2nd) - 20-ft radius difficult terrain, 2d4 damage per 5 feet moved
- Plant Growth (3rd) - Make 100-ft radius difficult terrain (quadruple movement cost)
- Sleet Storm (3rd) - 40-ft radius difficult terrain, Dex save or fall prone
Healing Spells:
- Cure Wounds (1st) - Heal 1d8+4
- Healing Word (1st, bonus action) - Heal 1d4+4 at range (60 ft)
- Lesser Restoration (2nd) - Cure disease or condition
- Revivify (3rd) - Bring dead creature back to life (if dead <1 minute)
Utility Spells:
- Goodberry (1st) - Create 10 berries, each heals 1 HP
- Pass Without Trace (2nd) - +10 bonus to Stealth for whole party for 1 hour
- Locate Animals or Plants (2nd, ritual) - Find specific creature or plant type
3. Melee Attack (if not Wild Shaped or spellcasting)
- Claws (Tabaxi): 1d4+2 slashing (when not holding weapons)
- Quarterstaff: +5 to hit, 1d6+2 bludgeoning (or 1d8+2 two-handed)
- Generally weaker than Wild Shape or spells - avoid if possible
4. Elemental Fury (Circle of the Moon Feature)
- When in Wild Shape, you can use a bonus action to deal extra damage
- Once per turn when you hit with an attack, add 1d6 cold, fire, or lightning damage
- Example: Dire Wolf bite (2d6+3) + Elemental Fury (1d6 cold) = 3d6+3 damage
Bonus Actions
- Wild Shape: Transform into a beast (can do this twice per short rest)
- Healing Word: Heal an ally at range (1d4+4)
- Feline Agility (Tabaxi): Double your speed for one turn (recharge when you don't move)
- Elemental Fury: Add 1d6 elemental damage to an attack (in Wild Shape)
- Flaming Sphere: Move the sphere and ram a creature (if spell is active)
Reactions
- Opportunity Attack: When enemy leaves your reach
- Cat's Reflexes (Tabaxi): Potentially advantage on Dex saves (depends on build)
Passive Abilities (Always On)
- Wild Shape: Transform into beasts for combat or utility
- Cat's Claws: Climbing speed of 20 feet, claws for unarmed strikes
- Darkvision: See in dim light as bright, darkness as dim (60 feet)
- Feline Agility: Can double speed once (recharges when stationary)
- Ritual Casting: Cast ritual spells without using spell slots
- Timeless Body: Age more slowly (at level 10)
SOCIAL SITUATIONS - How Can I Interact?
Skill Proficiencies:
- Perception: +7 (great for spotting hidden things, probably highest in party)
- Survival: +7 (tracking, foraging, navigating wilderness)
- Insight: +7 (reading people and detecting lies)
- Medicine: +7 (stabilizing dying creatures, diagnosing illness)
- Animal Handling: +7 (calming and controlling animals)
- Nature: +7 (knowledge of plants, animals, weather, terrain)
- Stealth: Moderate (boosted to +10 with Pass Without Trace)
Special Abilities:
- Wild Shape: Transform into animals to go unnoticed
* Examples: Cat to sneak into a house, mouse to hide, bird to scout from above
- Speak with Animals: Cast as ritual to talk with beasts
- Beast Speech: Always-on ability to understand and speak with animals (if you took this)
- Cat's Talent (Tabaxi): Proficiency in Perception and Stealth
Roleplay Strengths:
- Deep connection with nature and animals
- Can transform to solve non-combat problems
- Wise advisor and healer
- Member of Emerald Enclave - protector of nature
- Tabaxi curiosity and agility
EXPLORATION - How Can I Help Outside Combat?
Skills for Exploration:
- Survival: +7 (best tracker in party - finding trails, foraging, navigation)
- Perception: +7 (passive likely 17) - excellent for spotting danger and hidden things
- Nature: +7 - identifying plants, animals, environmental hazards
- Medicine: +7 - treating injuries and illness during travel
Special Abilities:
- Wild Shape: Transform for travel and exploration
* Flying forms (later): Scout from above * Swimming forms: Giant toad for underwater exploration * Climbing forms: Giant spider to scale walls * Tiny forms: Mouse to squeeze through small spaces
- Cat's Claws: 20 ft climb speed naturally
- Pass Without Trace: Give entire party +10 to Stealth for 1 hour (AMAZING for sneaking)
- Speak with Animals: Get information from local wildlife
Utility Spells:
- Detect Magic: Find magical auras (cast as ritual)
- Detect Poison and Disease: Identify hazards (cast as ritual)
- Purify Food and Drink: Make food safe to eat (ritual)
- Locate Animals or Plants: Find specific creatures or plants (ritual)
- Goodberry: Create emergency food that also heals
Movement:
- Speed: 30 feet normally (60 feet with Feline Agility for one turn)
- Climb Speed: 20 feet (from Cat's Claws)
- Wild Shape: Varies by form (Dire Wolf 50 ft, Brown Bear 40 ft)
Other Abilities:
- Darkvision: See in darkness (60 ft)
- Ritual Casting: Cast many spells without using spell slots (if you have time)
RESOURCE MANAGEMENT
| Resource | Total Available | Recharges On |
|---|---|---|
| Wild Shape Uses | 2 uses | Short or Long Rest |
| Spell Slots (1st) | 4 slots | Long Rest |
| Spell Slots (2nd) | 3 slots | Long Rest |
| Spell Slots (3rd) | 3 slots | Long Rest |
| Spell Slots (4th) | 1 slot | Long Rest |
| Feline Agility | Recharges when you don't move | Every turn (conditional) |
Important Notes:
- Wild Shape recharges on SHORT rest - use it liberally!
- When Wild Shaped, you have a separate HP pool (beast HP)
- Ritual spells can be cast without using spell slots (takes 10 extra minutes)
- Your spell slots are your main limitation - use Wild Shape for combat when possible
- Elemental Fury is unlimited - use it every turn in Wild Shape
COMMON TACTICS
1. The Tank-Caster Combo (Versatile Combat)
- Round 1: Cast concentration spell (Entangle, Call Lightning, Flaming Sphere)
- Round 2: Wild Shape into Brown Bear (tank form)
- Maintain concentration on your spell while attacking in bear form
- Why: You get to control the battlefield AND be a frontline tank
- Remember: If you take damage, make concentration check!
2. The Alpha Wolf (Pack Leader)
- Cast Faerie Fire or Entangle to control enemies
- Wild Shape into Dire Wolf
- Attack with Pack Tactics (advantage when allies nearby)
- Use Elemental Fury for extra 1d6 damage
- Knock enemies prone with bite attack
- Damage per turn: 2d6+3+1d6 = ~13 damage with advantage and prone
- Why: High damage, mobility, and you give allies advantage on prone enemies
3. The Healer-Controller (Support Focus)
- Stay in normal form
- Cast control spells: Entangle, Hold Person, Spike Growth
- Use Healing Word (bonus action) to heal allies without losing your action
- Cast Cure Wounds when someone needs big healing
- Keep Pass Without Trace active for party stealth
- Why: Maximize your spellcasting to support the party
4. The Artillery Druid (Sustained AoE Damage)
- Round 1: Cast Call Lightning (3rd level) - lasts 10 minutes, concentration
- Each turn: Call down a lightning bolt (3d10 damage, 60 ft range) as an action
- Wild Shape into Dire Wolf with bonus action
- Total damage per turn: 3d10 lightning (your action) + 2d6+3 bite (if you Wild Shaped previous turn)
- Why: Massive sustained damage for up to 10 rounds
5. The Scout (Information Gathering)
- Wild Shape into small/flying creature (cat, bird, spider)
- Scout enemy positions without being noticed
- Return and report to party
- Transform back before combat starts
- Why: Perfect stealth and mobility, can access areas others can't
6. The Emergency Tank (HP Sponge)
- When low on HP in combat
- Wild Shape into Brown Bear as bonus action
- Instantly gain 34 temporary HP
- Continue fighting
- When bear form dies, you revert to normal form with your original HP
- Why: Effectively gives you ~80+ HP total (your HP + beast HP)
QUICK REFERENCE
On Your Turn, Usually Do One Of These:
- Wild Shape into combat form (Dire Wolf/Brown Bear) → Attack with beast abilities
- Cast control spell (Entangle, Hold Person, Spike Growth) to lock down enemies
- Cast Call Lightning → Rain down lightning each turn for 10 minutes
- Cast Healing Word (bonus action) → Cast offensive spell or attack
- Stay in Wild Shape → Attack + Elemental Fury (bonus action)
Best Spell Preparation Strategy:
- Always prepare: Healing Word, Cure Wounds, Entangle, Pass Without Trace
- Combat control: Hold Person, Spike Growth, Faerie Fire
- Damage: Call Lightning, Conjure Animals, Flaming Sphere
- Utility: Speak with Animals, Detect Magic, Goodberry
Bonus Action Options (Pick One Per Turn):
- Wild Shape: Transform into a beast
- Healing Word: Heal an ally at range
- Feline Agility: Double your speed
- Elemental Fury: Add 1d6 damage to attack (in Wild Shape)
- Flaming Sphere: Move your fire ball
Remember:
- Wild Shape gives you TWO HP pools - use it when hurt to reset HP
- You can cast spells BEFORE Wild Shaping and maintain concentration
- You CANNOT cast spells while Wild Shaped (except at higher levels)
- Ritual spells don't use spell slots - use them freely out of combat
- Pass Without Trace gives whole party +10 Stealth - use before sneaking
- Elemental Fury costs nothing - use it every turn in Wild Shape
- Your beast forms can do things you can't: climb walls (spider), swim (toad), track (wolf)
- You can Wild Shape TWICE per short rest - don't be afraid to use it
Wild Shape Quick Reference:
- Brown Bear: Tanking (34 HP, AC 11)
- Dire Wolf: Damage + mobility (37 HP, AC 14, 50 ft speed)
- Giant Spider: Control + climbing (26 HP, AC 14, web attack)
- Giant Toad: Grappling + swimming (39 HP, AC 11, swallow)